Standing Leap. The Drill Bulette's long jump is up to 30 feet and its high jump is up to 15 feet, without a running start. The bulette's long jump is up to 45 feet and its high jump is up to 30 feet, with a running start.
Drills. The Drill Bulette's drills are its greatest asset. They can destroy light armor, and all melee attacks deal an extra 5d6 piercing damage.
Digging Grip. If the Drill Bulette is pushed or shoved, the attacker must roll a DC 25 strength check at disadvantage or the push/shove is ineffective.
Burning Body. Any unarmed melee attacks made against the Drill Bulette will inflict 4 fire damage. Any rolls using ice-based equipment and spells used within a 5-ft radius of the Drill Bulette will be made at disadvantage. Ice-based traits will be reduced to the DM's discretion.
Spinning Maw. Most non-living objects within and separate from the Drill Bulette's mouth are destroyed instantly. Any magical items "consumed" in this way heals the Drill Bulette for 1 hp of damage.
Mechanical Bite. Melee Weapon Attack: +8 to hit, reach 6 ft., one target. Hit: 45 (6d10 + 8) piercing damage. 5 feet range. The Drill Bulette can choose to hold its target in its mouth. They will then take 5 piercing damage every turn. Every turn, before taking damage, they can roll a dc 15 strength check to escape. On a success, they escape and are knocked prone, and on a fail, they roll a d20, taking full damage on a 10 or lower or taking half damage (rounded down) on an 11 or higher. If the target spends 10 turns within the Drill Bulette's mouth, they die.
Forceful Leap. If the Drill Bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 20 (4d8 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 10 feet out of the Drill Bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead is pushed as far as possible and falls prone.
Quaking Swipe. Melee Weapon Attack: +5 to hit, reach 8 ft. Hit: 25 (3d8 + 5) bludgeoning damage. The Target(s) must succeed on a DC 18 Strength or Dexterity saving throw (target(s)'s choice) or be knocked prone and take 25 (4d8 + 9) bludgeoning damage plus 15 (3d4 + 6) slashing damage. On a successful save, the target(s) take(s) only half the damage, isn't knocked prone, and is pushed 30 feet out of the Drill Bulette's space into an unoccupied space. If no unoccupied space is within range, the Target(s) instead is(/are) pushed as far as possible and falls prone. 8 feet radius in a 12 feet arc, hitting all creatures in the area.
Chaining Fire (Recharge 3). The Drill Bulette expels fire and four chains in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 40 (8d10) fire damage on a failed save, or half as much damage on a successful one. Each chain can be dodged by succeeding on a DC 14 dexterity check. Once grabbed, at the start of their turn, the victim must succeed on a DC 10 strength check, being released on a success. While chained, the victim has 0 speed and is subject to the Drill Bulette's will to be thrown, dragged, or released. Each chain has 10 hp and an AC of 25, and can be broken. Broken chains are not fixed or replenished, and do not damage the Drill Bulette either.
Thrashing Axe. Melee Weapon Attack: +7 to hit, reach 7 ft., one target. Hit: 34 (5d6 + 9) piercing damage. The Drill Bulette swings its tail, scything in a 25 ft arc towards a direction. Any creature within a 10-t radius must succeed on a DC 17 dexterity check to dodge. On a fail, they take 17 (3d8+2) slashing damage and must succeed on another DC 17 strength or dexterity check (target(s)'s choice) to resist being knocked prone. If the Drill Bulette rolls a 20 or higher when attacking, it can reach a wall or solid obstacle, its tail will be stuck inside the obstacle, requiring a DC 25 strength check to pull it out. The Drill Bulette cannot move more than 10 ft away in a straight line from the obstacle, and dexterity checks while stuck are made at disadvantage.
Thundering Roar. The Drill Bulette unleashes an echoing roar. Every creature within earshot must roll a dc15 constitution check, being deafened and stunned on a fail.
Burrow. The Drill Bulette leaps underground. It may surface at any turn and can perform a Forceful Leap attack when surfacing. It can move up to 60 ft while burrowing.If it passes directly under a creature, it must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone. The Drill Bulette automatically surfaces when performing an attack, in the closest available area to the target. Burrowing and re-surfacing both count as bonus actions.
Attack of Opportunity. The Drill Bulette can make a Quaking Swipe opportunity attack when a hostile creature that it can sense moves out of or into its reach.
Flaming Energy. When the Drill Bulette takes fire damage, it can use its reaction to absorb the energy and gain a temporary +1 of all future rolls it makes, ending when the battle does. This reaction can only be used up to three times per long rest.
Description
The ground trembled beneath me, a low, ominous rumble that sent shivers through my spine. I was the last one left, the only survivor of a massacre. My heart raced as I listened to the dreadful sound grow louder, echoing in the cavern.
Then it burst forth—this- this thing. A monstrous fusion of metal and flesh, its gleaming bronze-orange shell shimmered like molten lava. Its maw-like drill ignited as piercing whir filled the air, and I instinctively pressed myself against the wall, my mind racing with terror.
It tore through the earth with terrifying speed, leaving gaping holes behind. Then, with a roar, it unleashed a torrent of flame, illuminating the dark cave in an inferno. The heat was unbearable, and I barely managed to dodge its deadly breath as it scorched the ground where I had just stood.
Its segmented limbs moved with an unsettling grace, allowing it to navigate the rocky terrain effortlessly. I had no idea where it had come from or what it was capable of—only that it had slaughtered my fellow adventurers without mercy.
As I crouched in the shadows, heart pounding, I knew I had to escape. This creature was a nightmare made real, a predator that haunted the depths. I was alone now, and I could feel its presence lingering, watching.
What was it? Who made it?
There was no time to think—only time to run.
Lair and Lair Actions
The lair of the Drill Bulette consists of a series of massive tunnels, all leading to a central cavern of enormous magnitude. This cavern is easily broken by drills, leading to shards of rock and chasms. The inside is pitch-black, but the Drill Bulette needs no light.
On initiative count 15 (losing initiative ties), the Drill Bulette takes a lair action to cause one of the following effects; the Drill Bulette can’t use the same effect two rounds in a row:
- The Drill Bulette drills its hand into the wall, and some of the roof gives way. Each creature must make a DC 15 athletics saving throw, taking 1d10 bludgeoning damage and being knocked prone on a failure. After the initial use, the cavern is now dimly lit. This can be used a maximum of 5 times, with each usage increasing the brightness of the lair as much as the DM wishes. After the fifth use, the cavern is fully bathed in sunlight, or moonlight.
- The Drill Bulette drills into the ground, and the ground shatters, creating chasms. These chasms make the ground difficult terrain for a turn, and any who are within 5 ft of one must make an acrobatics check, succeeding on a 13 or higher. Any who try to cross a chasm must succeed on an acrobatics check, succeeding on an 18. After its initial use, any time after the Drill Bulette uses this lair action, no further chasms appear, rather lava erupts from pre-existing chasms. Any creature within 30 ft of a chasm must make a DC 16 acrobatics saving throw, and take 2d10 heat damage on a failure. Any creature within 10 ft must make a DC 20 acrobatics saving throw, and take 5d10 heat damage on a failure. The lava recedes upon the next lair action. While the lava is in the cavern, any cold-based attacks will be made at disadvantage, and the cavern is decently illuminated.
- The Drill Bulette drills into the ground, and causes a massive earthquake. All creatures touching the ground must make a DC 18 dexterity check, being knocked prone on a fail. The Drill Bulette must succeed on a DC 25 dexterity check. As the earthquake happens, the Bulette knocks down 4d4 rocks and stalactites which deal 3d4 bludgeoning damage per rock. All creatures must make a DC 14 dexterity check to avoid the rocks. The DrillBulette must succeed on a DC 23 dexterity check. Prone creatures roll at disadvantage.







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